Give planets a finite circular edge, Space Exploration style. Preview the boundary before you commit to it.
Mods introducing new content into the game.
Version: 0.1.0
Date: 2026-08-03
Features:
- Give any planet a finite circular radius. Terrain past the edge becomes out-of-map void.
- Boundary preview: red ring in world view, plus a ring of chart tags for the zoomed-out map.
- Settings window (/bp) with a row per planet - bind, skip, set radius, preview, apply.
- /bp-apply retrofits bounds onto an existing save, batched across ticks.
- Progress window with percent, chunk counts, elapsed time and ETA. Cancellable.
- /bp-status prints every planet's radius plus an audit of which surfaces are excluded and why.
- Optional game speed boost while applying, restored automatically when the job ends.
Optimisations:
- Chunks inside the radius are dropped at scan time instead of being re-classified every tick.
- Weighted per-tick work budget: deleting a chunk costs 1 unit, trimming a boundary chunk 4.
- Radius lookup is cached per surface rather than re-parsing the override string per chunk.
- Terrain entities destroy without raising events, which matters on heavily modded saves.
- Planets are scanned lazily, one per tick, instead of all upfront.
Info:
- Space platforms can never be bounded.
- Factorissimo factory floors are blocked unconditionally - they are real planet prototypes,
so a surface.planet check alone would have voided the inside of every factory building.
- Hidden planets (maraxsis-trench and similar sub-surfaces) are skipped unless opted in.